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  1. #1
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    Arximiro Dragonheart
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    Lancer Lv 50

    [Dev 1065] The ability to see attribute fluctuation

    This has been an issue that has been on mine and many others' minds for a long while now. When using abilities such as Defender we cannot see how much attack goes down and how much defense goes up. There are many other abilities like this such as Rampart and Featherfoot in which we cannot see the increase in evasion or def for those. To make informed decisions on which abilities are worth our time and AP we need to know the exact effects of them.


    Along the same line when we adjust stats such as STR, DEX, VIT, MND, INT, and PIE we cannot see how much atk, acc, def, eva, crit hit rate, parry, mdef, macc, and mpot adjusts. My request is for more transparency here so we know how much use these abilities and stats really are and can make battle decisions from an informed standpoint.


    In that vein please add our parry and critical hit rate to the attribute menu so we can know exactly what those are. It's assumed that those 2 are just exactly what they are from your weapon, but certain abilities like Murderous Intent and Foresight raise your critical hit rate and/or parry and we have no idea how much.


    Similar to this issue are abilities Ferocity and Raging Strike. It would be nice if we knew what percentage they increased our next attack. Can you please pass this request onto the devs for us the community if it hasn't been already? This is a really important issue to any player who plans to play the game seriously and at a highly optimized level. I know Yoshi-P can respect that standpoint since he is always for promoting skillful play.


    **Lights the Bayohne singal!!**



    Please like this post if you agree with my proposal and hopefully our voices and ideas can make a change.
    (90)
    Last edited by Arximiro; 07-21-2011 at 04:01 AM. Reason: readability

  2. #2
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    If you have any ideas or thoughts I may have missed please respond and include them in the thread. There are plenty of them to complain about, Blindside, discerning eye, presence of mind. What do these really do as far as actual numbers and percents!?
    (0)

  3. #3
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    I agree with you. This also goes for crafting and gathering classes. Results of crafting for example already vary from synth to synth, so it's difficult to determine what a certain skill or ability does besides the very obvious ones.
    (2)

  4. #4
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    This problem has always annoyed the heck out of me since day one XD

    Two thumbs up - would read again!
    (0)

  5. #5
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    Definitely could use more info. At least with food redo's they're now telling us in the infobox/tooltip which each will do. (Info from new interview, coming in 1.19 I think they said) A step towards this at least

    /agree
    (2)

    ~Rationality falls quite short for those living in their own world~
    "See the world for what it is, not for what you want it to be!"

  6. #6
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    Yeah I totally agree that food effects need to be known in the tool tip. The players shouldn't be forced to do extreme mathematical testing on huge sample sizes of monsters (ala FFXI) to figure out things that they could easily just implement into the UI for us to see.
    (2)

  7. #7
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    elreed's Avatar
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    i totally agree here too, if they could take that a few steps further like when your changing your allocation stats you could actually see how much the attack, acc, crit, hp, mp, etc are being upgraded each point your adding (not only how much str, dex, int, vit, etc your adding), so you can know exactly wheres the cap limit in each stat, and of course a new tab for lowering points too, sometimes when i change my stats i would like to have less MND, INT, PIE, etc than what the reset takes off.

    That way we could actually make things easier for me.
    (1)

  8. #8
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    It would be nice to have the ability to change ALL our stats. Reset them completely to their base and start over. If they put a 30 minute timer on doing this it would be perfectly fine. That and disable it while you or your party is engaged in combat. Someone could still disband and re-allocate all stats to something else then re-join once, but even still that wouldn't effect anything relevant.
    (0)

  9. #9
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    Quote Originally Posted by Arximiro View Post
    It would be nice to have the ability to change ALL our stats. Reset them completely to their base and start over. If they put a 30 minute timer on doing this it would be perfectly fine. That and disable it while you or your party is engaged in combat. Someone could still disband and re-allocate all stats to something else then re-join once, but even still that wouldn't effect anything relevant.
    Yes it would be relevant because you can customize your character and know exactly what and how much things are getting upgraded, and if you have the choice to lower stats you dont have to reset them if you put one more point in something you didnt want, so what im saying i want to know how much my attack and criticals, etc are being upgraded with each strength or dexterity point i put.

    And of course food effects, armor effects, arrows effects, all that is unknown in our stats.
    (2)

  10. #10
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    I think you misread that. I totally agree with you on this. What I was saying is when we do reset our stats it would be nice if we could reset them all to their base instead of the system just taking X amount from each stat. Then institute a 30 min or so cooldown on resetting stats to prevent people from changing them constantly mid-fight.

    What I was talking about when I said "not relevant" was if there as an instance mid-fight where someone disbanded and re-did their stats and then re-joined. It wouldn't affect the balance tremendously anyway and would likely be more of a hindrance to the team than an advantage. I'm sure they can come up with some idea to prevent this anyway. The idea of seeing how much atk, acc, etc is going up to determine when we are at the cap is a great idea, I was just also saying there is no reason we can't completely re-do all our stats at once as long as there is a suitable cooldown.
    (0)

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